Add emscripten

This commit is contained in:
Miloslav Číž 2020-01-05 03:03:21 +01:00
parent a08e8f37bb
commit 07d9850113
2 changed files with 270 additions and 0 deletions

51
HTMLshell.html Normal file
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<!doctype html>
<!--
HTML template for the emscripted page. Unlike emscipten's official minimal
frontend, this one is really minimal.
by Miloslav Ciz (drummyfish), 2020
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
-->
<html>
<head>
<meta charset="utf-8">
<title>game</title>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
print:
function(what)
{
console.log(what);
},
printErr:
function(what)
{
console.error(what);
},
canvas:
(
function()
{
return document.getElementById('canvas');
}
)()
};
</script>
{{{ SCRIPT }}}
</body>
</html>

219
platform_emscripten.h Normal file
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// TODO: merge this with platform_sdl.c and just use __EMSCRIPTEN__ macro?
/**
@file platform_sdl.h
This is an emscripten implementation of the game front end, using
emscripten port of SDL2. Compile with
emcc ./main.c -s USE_SDL=2 --shell-file HTMLshell.html -o b.html
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
#ifndef _SFG_PLATFORM_H
#define _SFG_PLATFORM_H
#include "settings.h"
#include <stdio.h>
#include <SDL2/SDL.h>
#include "palette.h"
#undef SFG_LOG
#define SFG_LOG(str) printf("game: %s\n",str);
#undef SFG_BACKGROUND_BLUR
#define SFG_BACKGROUND_BLUR 1
const uint8_t *sdlKeyboardState;
uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex];
}
uint32_t SFG_getTimeMs()
{
return SDL_GetTicks();
}
void SFG_sleepMs(uint16_t timeMs)
{
return;
}
int8_t SFG_keyPressed(uint8_t key)
{
switch (key)
{
case SFG_KEY_UP:
return sdlKeyboardState[SDL_SCANCODE_UP] ||
sdlKeyboardState[SDL_SCANCODE_W] ||
sdlKeyboardState[SDL_SCANCODE_KP_8];
break;
case SFG_KEY_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
sdlKeyboardState[SDL_SCANCODE_E] ||
sdlKeyboardState[SDL_SCANCODE_KP_6];
break;
case SFG_KEY_DOWN:
return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
sdlKeyboardState[SDL_SCANCODE_S] ||
sdlKeyboardState[SDL_SCANCODE_KP_5] ||
sdlKeyboardState[SDL_SCANCODE_KP_2];
break;
case SFG_KEY_LEFT:
return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
sdlKeyboardState[SDL_SCANCODE_Q] ||
sdlKeyboardState[SDL_SCANCODE_KP_4];
break;
case SFG_KEY_A:
return sdlKeyboardState[SDL_SCANCODE_G];
break;
case SFG_KEY_B:
return sdlKeyboardState[SDL_SCANCODE_H];
break;
case SFG_KEY_C:
return sdlKeyboardState[SDL_SCANCODE_J];
break;
case SFG_KEY_JUMP:
return sdlKeyboardState[SDL_SCANCODE_SPACE];
break;
case SFG_KEY_STRAFE_LEFT:
return sdlKeyboardState[SDL_SCANCODE_A] ||
sdlKeyboardState[SDL_SCANCODE_KP_7];
break;
case SFG_KEY_STRAFE_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_D] ||
sdlKeyboardState[SDL_SCANCODE_KP_9];
break;
case SFG_KEY_MAP:
return sdlKeyboardState[SDL_SCANCODE_TAB];
break;
default: return 0; break;
}
}
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Surface *screenSurface;
void mainLoopIteration()
{
SDL_PumpEvents(); // updates the keyboard state
if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
return;
SFG_mainLoopBody();
SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t));
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
}
typedef void (*em_callback_func)(void);
void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
int main(int argc, char *argv[])
{
uint8_t argHelp = 0;
uint8_t argForceWindow = 0;
uint8_t argForceFullscreen = 0;
for (uint8_t i = 1; i < argc; ++i)
{
if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0)
argHelp = 1;
else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
argForceWindow = 1;
else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0)
argForceFullscreen = 1;
else
printf("SDL: unknown argument: %s\n",argv[i]);
}
if (argHelp)
{
printf("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n\n");
printf("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP\n");
printf("possible arguments:\n\n");
printf("-h print this help and end\n");
printf("-w force run in window\n");
printf("-f force run fullscreen\n\n");
printf("controls:\n");
printf("TODO\n");
return 0;
}
printf("SDL: starting\n");
printf("SDL: initializing SDL\n");
window =
SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y,
SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window,-1,0);
texture =
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
screenSurface = SDL_GetWindowSurface(window);
#if SFG_FULLSCREEN
argForceFullscreen = 1;
#endif
if (!argForceWindow && argForceFullscreen)
{
printf("SDL: setting fullscreen\n");
SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
}
sdlKeyboardState = SDL_GetKeyboardState(NULL);
SFG_init();
int running = 1;
emscripten_set_main_loop(mainLoopIteration,0,1);
printf("SDL: freeing SDL\n");
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
printf("SDL: ending\n");
return 0;
}
#endif // guard